Difference between revisions of "Tower of Power (PMGT)"

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==Notes and Ideas==
 
==Notes and Ideas==
  
[[Category:Private Match Game Modes]]
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[[Category:Private Match Game Types]]

Latest revision as of 15:48, 18 September 2016

Tower of Power
Map First Light
Mood Competitive
Game Type Zone Control
Player Count 2-12 (ideally at least 2v2)
Additional Info Private Match Game Types

Restrictions

Only Control B, Shotguns Only (Universal Remote Allowed/Preferred), No Supers/Grenades, No Vehicles (Sparrows are okay)

Description

A Classic from the Halo 2 days, Tower of Power was originally a gametype on the map Ascension, in which teams of players fought for control of a building and its turret. This is as close as I can recreate this in Destiny, after having looked through all the maps:

There are two turrets on First Light's B Control Point. The team holding B's goal is to man the turrets in order to stop the assaulting team from capturing B. As it's Zone Control, the only points being gained is the +10 every 5 seconds, so there's no concern of how many times you might fail to assault the base, other than time pressure.

The Shotgun/Melee limitation is carried over from the original gametype to stop the turrets being destroyed from a distance, and give assaulting players the challenge of approaching the base strategically as a team. It's up to your party whether you're fine with using the same shotgun (Universal Remote ideally) or if you're fine mixing it up.

This mode can last a long time, so feel free to set the score and time limit to whatever feels best, but I recommend 1000 Points (translated to 7-8 minutes of pure capture time) and 15 Minutes (enough time for both teams to duke it out fairly).

I also recommend using Solar Subclasses. These have the least instantly-destructive supers in case of accidental super popping and can be quickly and safely depleted (kills with them won't count towards points, but hey, makes it fairer for everyone).

Variations

Notes and Ideas